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LearnTechLib Search Alert: New papers added – Mar 9, 2023 (“k-12 online learning”)

Date:

March 10, 2023

LearnTechLib Search Alert: New papers added – Mar 9, 2023 (“k-12 online learning”)

Another item from that open scholarship network.

LearnTechLib
Search Alert for “K-12 online learning”

Dear Michael Barbour,

You have previously requested an automatic alert when new papers were added matching the search “K-12 online learning”

A total of 10 papers have been added, the first 5 displayed below:

Walsh, T., Henderson, M. & Philips, M. (2023). The Role of the Teacher in Video Learning in Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 133-137).

Tara Walsh; Michael Henderson; Michael Philips

The increasing use of instructional video in educational settings has been the focus of a growing body of research that explores video effectiveness as a learning aid. A large proportion of those studies focus on cognitive functioning, particularly information processing and memory, and are discussed through the lens of cognitive theory of multimedia learning (Walsh & Henderson, 2022). However, very few studies have been conducted in real educational contexts, focus on the impact of video in K-12 educational settings, and even fewer explore the pedagogical decisions of the teacher as they create effective video learning experiences (Fyfield et al., 2022; Walsh and Henderson, 2022)…

https://www.learntechlib.org/p/221862/

Green, E. & Brown, V. (2023). Thinking Forward: Learning from the Past to Expand the Future of Gamification in Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 643-647).

Emmalyn Green; Victoria Brown

Gamification is a powerful option to help increase participation and motivation for businesses as well as educators. As gamification continues to expand its reach across a variety of industries, social exchange theory (SET) can provide valuable insights that explains the behavior and motivations of participants. By understanding the history of gamification and exploring gamification through a social-exchange theory lens, educators can create more impactful learning experiences. This paper explores gamification from a SET perspective in an effort to design an gamified platform that supports learning.

https://www.learntechlib.org/p/221939/

Feng, C. (2023). Exploring Factors Influencing University Students’ Live Online Class Satisfaction in Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 201-206).

Chengjun Feng

Live online class offers new possibilities to enhance students’ online learning satisfaction because of timeliness, authenticity, and interactivity. This study aims to explore the role of four factors, course quality, instructor quality, interaction, and self-efficacy, on college students’ live online class satisfaction. The research model was tested against regression analysis using a sample of 102 enrolled students. The results demonstrated that more than half of students think they were more engaged in learning in the live online class than in pre-recorded video class. Course quality, learning interaction, and self-efficacy had positive effects on satisfaction with students’ online learning experience.

https://www.learntechlib.org/p/221873/

Oyanagi, W. (2023). A Case study on the transformation process of technology use around 2020 in Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 591-596).

Wakio Oyanagi

This paper reports on the results of a case study that used the PICRAT model to analyze the transformative process of what changes have been observed with respect to the use of technology in the classroom since 2020, when Covid-19 took effect. It compares educational practice studies reported by teachers from 2017 and 2018 with those from 2020 and 2021 to identify how their practices have changed. As a result, looking at the differences in utilization before and after 2020, we identified that the percentage of PR, PA, IR, CR, and CA increased after 2020. Although it was not easy to identify educational practices aimed at Transformation, it was possible to confirm the emergence of many educational practices aimed at Creative…

https://www.learntechlib.org/p/221931/

Derrick, M. (2023). How to Enhance Your Language Lessons Using Augmented Reality in Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 616-620).

Megan Derrick

Extended realities and remote learning are part of the new technology trends that have become popular in language education. The overarching term for the latest media for virtual environments that aim to create a sense of presence and immerse users in a virtual environment is extended realities (XR) (Divekar et al., 2021). This refers to virtual reality (VR), augmented reality (AR), and mixed reality (MR). For this reason, the following paper aims to inform language educators and researchers about the recent studies that showcase language learning strategies that are combined with augmented reality.

https://www.learntechlib.org/p/221935/

Please visit https://www.learntechlib.org/search/?q=%22K%2D12%20online%20learning%22&added_after=2023-03-02 for all papers matching the search “K-12 online learning”


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